We haven’t reached 20 million downloads yet, but I think we’re around 18 million downloads for
Miitomo, which shows how many customers we’re reaching. With regard to
Super Mario Run, as of
the day of our latest financial announcement, we’ve had 78 million downloads. With regards to how many people have paid money, we’re hoping for more than 10%, and while we haven’t yet reached 10%, at this point we’re somewhere north of halfway there.
However, if you analyze this, it’s pretty interesting. The game is being distributed in more than 150 countries, but it’s the top 20 countries that account for more than 90% of the total revenue. If we look further at the people who are paying for the game within those 20 countries, we’re not at 10%, but the number is rising. So what is it that I’m trying to say? If we look at the countries where the game is on sale, how many people are paying for it, the way the game is being monetized, for 1,200 yen in Japan and for $9.99 in the U.S., and we look at how customers are reacting to a one-time payment option, I think we can see that this a viable way to do business. I would also add that this is a new way of monetization and so not yet popular.
Lastly,
Fire Emblem Heroes is a free-to-play style game in which you can purchase items. Less than a half-day after its release, it had been downloaded over a million times, and we’re seeing revenue today at $5 million U.S. dollars.
The point I’m making is that we’re experimenting with different types of monetization. There’s the type I mentioned we’re using with
Super Mario Run, and the different style we’re using with
Fire Emblem Heroes. As a result of these experiments with monetization styles, we’re gaining what you might call confidence in our mobile business efforts.